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Future Of Virtual Reality - Ocolus Rift

You'll probably never go to Mars, swim with dolphins, run an Olympic 100 meters, or sing onstage with the Rolling Stones. But if virtual reality ever lives up to its promise, you might be able to do all these things—and many more—without even leaving your home. Unlike real reality (the actual world in which we live), virtual reality means simulating bits of our world (or completely imaginary worlds) using high-performance computers and sensory equipment, like headsets and gloves.

 Apart from games and entertainment, it's long been used for training airline pilots and surgeons and for helping scientists to figure out complex problems such as the structure of protein molecules.

Virtual Reality(VR) has gathered 5 major factors which are:- 
Believable, Interactive, Computer-generated, Explorable and Immersive. 

Ocolus has worked very deeply in these and launched its VR, that is Ocolus Rift.
Rift is unlike anything you’ve ever experienced. Whether you’re stepping into your favorite game, watching an immersive VR movie, jumping to a destination on the other side of the world, or just spending time with friends in VR, you’ll feel like you’re really there.
Image Source - Ocolus Rift

The HTC Vive, PlayStation VR, Samsung Gear VR, and Google Cardboard all owe their success in part to riding on Oculus' coat tails, but as we sat around anxiously, ready to finally experience the Rift for ourselves, our expectations were perhaps too high. With the arrival of the Oculus Touch controllers, we now have the full picture of what Oculus Rift should have been all along.

There's very good reason to be optimistic about the future of virtual reality - however, for right now at least, everything wonderful and good about the Rift comes with a caveat.

But before we dive too deep into specifics, let's take a moment to talk about the two most important aspects to consider before deciding to buy a Rift of your own: price and the minimum PC requirements.

If you've been following the virtual reality scene you probably know this already, but the Oculus Rift requires a wired connection to a PC in order to have enough power to drive two 1080x1200 resolution images to each lens inside the headset. It can't just be any old run-of-the-mill PC, either - you're going to need a top of the line gaming PC to enjoy everything the Rift has to offer.

Originally, the minimum specs put out by Oculus called for an Intel Core i5 4590 or equivalent processor, 8GB of RAM and an NVIDIA GTX 970 or AMD Radeon 290 video card. Most of the hardcore gaming community might already have these components on hand, but if you're a casual gamer or currently more of a PC layman, these parts will be the first of two costly investments you need to pay for upfront.

Performance-wise I find it to be a "you get what you pay for" situation. When paired with the proper hardware, the Oculus Rift is far superior to PlayStation VR, and light years ahead of Google Cardboard and Samsung Gear VR, both of which only rely on the power of your cell phone to gaze into the plane of virtual reality. It's not quite as immersive or as capable as the HTC Vive, but I'll touch on that point more in a bit.

How does the Ocolus Rift Works ?

I have tried my best to explain the Virtual Reality in words. But I am sure that reading this and experiencing it makes a lot of difference. All the deep features cant be explained in words. I just say experiencing is very amazing....

Imagine standing on the ledge of a 100-story building. Imagine looking down at the street below you. Imagine the tightening of your stomach and the sense of dread that you might, at any second, fall to your demise.
Image Source - Ocolus Rift

Now imagine taking one step forward.

You're falling and the world is whipping before you. You're petrified. But you also feel alive. The second right before you hit the ground is the worst - your brain is actually prepared for the moment by dumping adrenaline into your system as a mild painkiller.

But while all this is happening, you haven't actually moved. You've been sitting in a chair in your own home, staring into a screen. Your biometrics have changed, but, geographically speaking, you're exactly where you were 10 minutes ago.

This is what it's like to use virtual reality, to get the experience of being somewhere else in a different time, a different place, sometimes as far as an alien world, all without ever leaving your home.

Inside The Box

Inside every box is the headset itself, the Oculus Sensor, a small Oculus Remote that can be used to control videos and change the volume on the headset, a Xbox One Wireless Controller with 2 AA batteries, an Xbox One controller adapter and extender and Lucky's Tale, a platforming game that is best compared to a 360-degree version of Super Mario Bros. If you pre-ordered the Rift, it will also come with EVE: Valkyrie Founder's Pack.
Image Source - Ocolus Rift

Setting up of VR

It's a pretty simple setup since it's only an HDMI and a few USB cords to connect up, plus a sensor configuration to go through and you should be good to go. I've laid out the steps on how to set up the Oculus Rift, which should make it even easier.

If you do pick up the Oculus Touch controllers, then you'll want to make sure your desk is large enough to support the second sensor. No holes in the wall are necessary, but I found myself needing to set up the sensor on a stack of books since my desk wasn't long enough.
Image Source - Ocolus Rift

You'll also have to clear some furniture wherever your computer is situated – 7 x 5 feet to be exact. During the setup process, you'll draw a line around your play area, similar to how you do with HTC Vive, to set up the Guardian System. Once done, you can reset if the system says it's too small. I only managed a 'moderate' sized play area, which has worked for most of the games, but a few titles said my space was too small.

Design & Comfort of Ocolus Rift

There's no doubt the Oculus Rift is a sleek device, and perhaps even more eye-catching than the Vive. It's also come a long way from its SDK days, with Oculus sourcing soft and stretchy materials for the headset. It's lighter than the Vive as well, making hours of use fly by unnoticed.
Image Source - Ocolus Rift

There's only one cord that runs out from the side of your head, which makes it easier to adjust the top and sides with the velcro straps. Because you're not walking around, the cord also doesn't interfere with gameplay. It could get rolled on with your chair though since it's still pretty long, so be wary of that.

Tips for glasses-wearers

  • Make sure straps are as loose as possible on all three sides
  • Put on Oculus Rift back to front by placing on back of head first, pulling outward over face, then over glasses
  • While putting on top of glasses, push glasses a little forward to avoid hitting eyes/eyelashes, otherwise you'll have to take everything off to wipe clean starting the process over again
Oculus CEO Brendan Iribe has said at a press event that, "it feels like you just put on a pair of glasses" when wearing Rift. That's not exactly the case if you already have glasses like I do, and comfort can actually be a bit of a problem.

Ocolus Earphones

Experience even more immersive audio with Oculus Rift Earphones. These in-ear headphones are specially designed for your Rift headset to reduce sound distractions while you’re in virtual experiences. Requires Rift, sold separately.

Oculus decided to give people more options in the form of new Oculus Earphones for what it calls "passive noise isolation". Since these are earbuds, it seems Oculus thinks they'll provide an even more immersive experience. I decided to give them a try for myself.

Just like the ear pads, the earbuds don't look particularly fancy. They're simple in design and while I didn't think it was possible to look sillier with a VR headset on, the Oculus Earphones do the job. They loop into your ears making the wire stick out a bit, unlike the pads which just go straight over your ears. As for comfort, if you've worn earbuds before, these won't feel too different. They have a soft feeling rubber that sit nicely in your ears.
Image Source - Ocolus Rift

However the comfort level is of course subjective and after a week using the earphones, I ended up preferring the ear pads for long periods of usage. But for people who normally use earbuds for hours without issue, the earphones won't be a nuisance. I personally dislike any earbuds for more than a few hours since they start to dig in and hurt.

The sound on the earbuds remains top quality though. Like the ear pads, they were surprisingly robust and they provided an equally immersive experience during gameplay. The spatial audio remains in place since it's built into the Rift, so you won't be missing out on that either.

In the box, you'll get the two earphones, different sized earbuds and a tool to switch out the pads. Yes, you'll need to use a little plastic "audio tool" to unscrew the current pads – don't just yank them off and break the Rift. 


The Rift offers a 2160 x 1200 resolution across the two OLED displays on board, working at 233 million pixels per second with a 90Hz refresh rate.

The important thing is that it has been bright and dense enough to generally avoid the dreaded 'screen door effect' that plagues lower-res displays. I also only noticed brief moments of screen door, much like my time with Vive, and wasn't bothered by it. Other than that, the display remains crisp and clear. The cartoon colours on Lucky's Tale are positively vivid, while space in ADR1FT and Eve:Valkyrie is stunning. It's the exact same specs as the Vive so it's hard to notice a difference between the two – which isn't a bad thing.
Image Source - Ocolus Rift

The sensor is able to recognise if you've turned your body more than 180 degrees. It sits about 10 inches above your desk and can be tilted up or down, depending on your preference. Tracking worked well which is what I expected since there isn't a lot of movement involved. But for games like Valkyrie where I'd turn my head to look around, it was done without the lag I've experienced before when playing on previous versions of Rift.

The refresh rate is also the ideal sweet spot which developers have found causes little to no amount of motion sickness – but again, this is wholly dependent on the game. 

Touch Controllers

At long, long last the Oculus Touch controllers are in our hands. As mentioned previously, Rift hasn't felt complete until now. Just as Vive lets you 'touch' stuff and walk around in VR, Rift now lets you do the same thing.

However the controllers are vastly different in appearance and even provide different functions when compared to Vive's. The hardware hasn't changed much on the outside since we last used Touch despite going through many iterations in development.

The familiar half-moon design has stayed the same, along with the three buttons on each controller with X, Y and menu buttons on the left and A, B and the universal Oculus menu button on the right. You can also still do pointing and thumbs-up motions, as the controller's sensors are able to pick up the slightest movements.

The full range of buttons include a clickable thumb stick, a trigger for your forefinger and a touchpad button for the three remaining fingers. There's also a strap in case things get dicey in-game – after all, you don't want to break any screens.

Motion sickness and building a tolerance to VR

Motion sickness and buildiAccording to Oculus, if you want to stay in virtual reality for more than a few minutes, you're going to need to build a tolerance.

The first time I tried VR, I felt very sick. Only by subjecting myself to the feelings of disassociation, anxiety and paralyzing overwhelmingness that can be experienced when you put on a virtual reality headset over multiple occasions could I finally overcome this feeling and start to actually enjoy VR.

Your body isn't used to feeling disconnected to the visual stimuli it's receiving. Even if you game for hours and hours per day, you still are sitting in the real world, periodically removing your gaze from the television to look at your cellphone or interact with another human being. In virtual reality, the only things you see are the screen and the objects on it, yet you can't physically interact with them. This leads to the feeling of disconnection and resulting a tolerance to VR.

However, once you get your space legs, there are still two big problems you have to face.
Image Source - Ocolus Rift

The first is that no matter what position you are in, as long as your arms and hands aren't represented in-game, you're forever going to feel a pang of disassociation whenever you look down at your body.

The second problem is that, while I enjoyed every second I spent in virtual reality, the transition of coming back to the real world was one that I found especially difficult. Without dramatizing the emotions, I felt as though I wasn't all there when I took off the helmet. The closest feeling I can pick out is the one where you look at yourself in the mirror and don't really understand the person looking back at you.

You're still you, but it doesn't feel like you at first.

Room Scale with Rift

In the early days the sensors didn't feel that intuitive with Touch – I'd be able to hit targets sometimes, but then the aim would veer off despite pointing a gun at an unmoving object. To be fair, those experiences were only demos. At home, the sensors feel polished and able to capture my movements more precisely.

You also get a little visual warning in the form of a blue grid if you step too far outside the Guardian System, but there's no front facing camera to show you what you might run into. This is perhaps the biggest discrepancy between the Rift and the Vive, and I prefer the front facing camera of Vive's chaperone a bit more.

For full 360-degree room-scale on Rift, you can pick up a third sensor to put behind you. This way, every single movement can be captured. While it worked fine with just two sensors, there were moments when I was turned away and movements weren't picked up immediately.

Final Conviction

There's no doubt Oculus revived the virtual reality industry and made it what it is today. Heck, there probably wouldn't be an HTC Vive or PlayStation VR if Rift had never made it out of Palmer Luckey's imagination.

I was firmly in the Rift camp for a long time, following the company's movements and getting my hands on every demo I could try, but when it first arrived at home, I found myself less inclined to use it.
Image Source - Ocolus Rift

With Oculus Touch and an extra sensor for room-scale now out, my opinion has greatly shifted. Rift offers tons of experiences for room-scale and a library that's finally well rounded enough with plenty of options for gamepad and Touch.

Yes, Oculus arrived late to the room-scale game, but it's done a far better job by allowing sensors that don't require wall mounts. You'll still have to rearrange your furniture to find the space but that's expected now with immersive VR.

While not everyone can even afford a headset and/or a PC to go along with it, and shifting the house around may be a huge hassle for many, Oculus Rift is finally a system you can consider as a worthy addition to living room VR.

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There are a lot about Ocolus Rift VR which was very difficult to present in words. However Geek Winky has made an effort to provide you the best information about this future of Virtual Reality.

Hope you guys like this article.
For any queries you can use the comment section without any hesitation provided below.

Article By : Atul Agrawal, Sr. Technical Writer @ Geek Winky

Future Of Virtual Reality - Ocolus Rift Reviewed by Atul Agrawal on 5:52 AM Rating: 5
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